Overview
1830 is a railroad investment and building game in the 18XX series, set in the northeastern United States and southeastern Canada. Players are stockholders in railroad corporations, buying and selling shares on a stock market while controlling corporations as president (largest shareholder). Corporations build track on a hex map, buy trains, and run routes between cities to generate revenue. The game alternates between Stock Rounds (buying/selling shares) and Operating Rounds (running corporations). The game ends when the bank runs out of money; the wealthiest player (cash + stock portfolio) wins.
Components
- 1 Double-sided game board (1830 Classic / 1830+)
- 144 Cards: 10 private company certificates, 108 railroad corporation certificates (12 railroads), 37 train cards (types 2-7 and diesel), 5 variant train cards, 1 priority deal card
- 12 Corporation charters
- 180 Bills (denominations: 1, 5, 10, 20, 50, 100, 500)
- 155 Hex tiles: 139 track tiles + 16 board tiles
- 35 Tokens: 34 station tokens + 1 misc token
- 40 Markers: 24 share markers, 2 round markers, 3 license markers, 5 uncertainty markers, 6 number markers
Setup
- Place the game board (appropriate side for your version).
- Sort track tiles by color (yellow, green, brown, grey). Place board tiles as needed for scenarios.
- Place private company certificates and railroad certificates in organized piles.
- Set train cards in order by type (2, 3, 4, 5, 6, 7, diesel).
- Give each player starting cash based on player count (varies by version).
- Determine starting player (varies by version — often an auction for private companies).
- Place corporation charters near the board. Place station tokens on charters.
- Place share price markers on the stock market.
Turn Structure
The game alternates between Stock Rounds and Operating Rounds:
Stock Round
Players take turns in order (starting with the Priority Deal holder). On each turn, a player may:
- Sell any number of shares (except president’s certificates under certain conditions).
- Buy exactly 1 share (or start a new corporation by setting its initial price and buying the president’s certificate).
The Stock Round ends when all players consecutively pass.
Operating Round
Each corporation operates in order of stock price (highest first). The president controls each corporation they lead:
- Lay Track — Place 1 yellow tile (or upgrade 1 existing tile to green/brown/grey depending on phase).
- Place Station Token — Optionally place 1 station token on a city on the corporation’s route.
- Run Trains — Each train runs a route connecting cities through the corporation’s track. Revenue equals the sum of city values along each route.
- Pay Dividends or Withhold — Either pay dividends (revenue distributed to shareholders proportionally, stock price rises) or withhold revenue to the corporation treasury (stock price drops).
- Buy Trains — Purchase trains from the supply or from other corporations. A corporation must own at least 1 train. If it cannot afford one, the president must pay the difference from personal funds.
The number of Operating Rounds between Stock Rounds increases as the game progresses (1 in early phases, then 2, then 3).
Actions
Private Companies
- 6 private companies are auctioned at game start (in Base Game).
- Each provides a fixed revenue per Operating Round to its owner.
- Each has a special ability (e.g., free tile placement, station token).
- Private companies can be sold to corporations at face value or less.
- Private companies close at various points during the game.
Track Building
- Yellow tiles: Placed on empty hexes (Phase 2+).
- Green tiles: Upgrade yellow tiles (Phase 3+).
- Brown tiles: Upgrade green tiles (Phase 5+).
- Grey tiles: Upgrade brown tiles (Phase 6+).
- Terrain costs: Mountains ($120), rivers ($80), etc.
- Track must connect to the corporation’s existing network.
Trains
| Type | Cities Served | Phase Started |
|—|—|—|
| 2-train | 2 cities | Phase 2 (start) |
| 3-train | 3 cities | Phase 3 |
| 4-train | 4 cities | Phase 4 |
| 5-train | 5 cities | Phase 5 |
| 6-train | 6 cities | Phase 6 |
| 7-train | 7 cities | Phase 7 |
| Diesel | Unlimited cities | Phase D |
- When the first train of a new type is purchased, a new phase begins.
- Old trains become obsolete: 2-trains removed at Phase 4, 3-trains at Phase 6, 4-trains when diesel purchased.
- A corporation must always have at least 1 train. The president must personally fund train purchases if the corporation cannot afford it.
Stock Market
- Share prices move up when dividends are paid, down when withheld or shares are sold.
- Maximum share ownership per player varies by game version (typically 60%).
- The president always holds the president’s certificate (worth 2 shares, 20%).
Scoring / Victory Conditions
Game End: The bank runs out of money. Complete the current set of Operating Rounds.
Winner: The player with the most total wealth wins. Wealth = personal cash + market value of all shares owned. Corporation treasuries do NOT count toward player wealth.
Special Rules & Edge Cases
- Forced Train Purchase: If a corporation has no train at the end of its operating turn, the president must buy one — even from personal funds. If the president cannot afford any train, the corporation closes.
- Stock Certificate Limit: Players have a maximum number of certificates they can hold (varies by player count).
- 10-Share Limit: Each corporation has exactly 10 shares (the president’s certificate counts as 2).
- Presidency Transfer: If another player holds more shares than the current president, the presidency transfers.
- Token Limits: Each corporation has a limited number of station tokens.
- Route Rules: Routes cannot reuse track segments. Each city can only be counted once per route. Trains cannot share track on the same route but different corporation trains may share tracks.
- Brown/Grey Tiles: Certain hexes have special upgrade paths.
- Multiple Game Versions: 1830 Base Game, 1830 Classic, and 1830+ with various scenarios and variant rules.
Player Reference
Sequence of Play:
- Stock Round (buy/sell shares)
- Operating Round(s) (lay track, place tokens, run trains, pay/withhold, buy trains)
- Repeat until bank breaks
Operating Round Sequence:
- Lay/upgrade 1 track tile
- Place 1 station token (optional)
- Run trains → calculate revenue
- Pay dividends (price up) or withhold (price down)
- Buy trains (mandatory if corporation has none)
Phase Progression:
| Phase | Triggered By | Tile Colors | Trains Removed |
|—|—|—|—|
| 2 | Game start | Yellow | — |
| 3 | First 3-train bought | + Green | — |
| 4 | First 4-train bought | + Green | 2-trains |
| 5 | First 5-train bought | + Brown | — |
| 6 | First 6-train bought | + Brown | 3-trains |
| 7 | First 7-train bought | + Grey | — |
| D | First diesel bought | + Grey | 4-trains |
Starting Cash (Base Game):
| Players | Cash per Player |
|—|—|
| 2 | $1200 |
| 3 | $800 |
| 4 | $600 |
| 5 | $480 |
| 6 | $400 |
| 7 | $350 |